Multiplayer - 64 people per server / etc.

Published April 13, 2008
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I'm working on all kinds of fun stuff right now :-D Here is a quick update/some info on a few random topics -

Multiplayer, 64 players per server
I've decided to make the game support 1-64 players per multiplayer server when I re-code the multiplayer in the coming weeks. There can be 3 - 7 gangs per city/server. There can only be 21 members in a gang. So in a server there will always be AT LEAST 63 potential player slots...the other dude can spectate until someone drops lol.

I'll have 3-4 + crysis-server spec'd servers running around the world at all times, as well as some other servers & a master server to make it all work [ yes I'm paying for it all, it's free for you].

I can make cities 8X bigger than I've shown so far, it's a simple slider bar in the city editor.

It's all planned out, etc...I just figured I'd let you guys know, and give you a little preview of the in-game ranking system. Ranks are assigned first come first server in the multiplayer lobby. In-game the ranks will shift around as players do more to help the gang they will rise in standing, and the ranks will shift around and generally settle.

Each player's avatar will appear in their place on the ladder to powah'...or there will be an generic AI avatar in the place of the ? mark avatar.

Rank will play a big role in precedence, ie: the boss can control any player at any time, etc. and the hierarchy also applies to giving orders, etc.

Yes, 5 minutes in photoshop ftw. There will be 2 of these, one for the gangs and one for the cops/swat team.




System Overview
I've had to create many different applications to make all this work out. Here is a little collapsed screenshot of the Urban Empires project...



-The 'UE Account Manager' is used to edit / delete / modify the multiplayer accounts/stats (from any computer). This application is not distributed with the game.

-The 'UE Auto Updater' is used to update UrbanEmpires.exe and to pull down new art assets, etc. from my master servers. When you click the UE icon this app is run, it allows me to update the game hourly if needed, it sort of 'wraps' around UrbanEmpires.exe(the game client). This application is distributed with the game.

-The 'UE Game Client' is the main game .exe, in other words, it's teh sauce. This application is distributed with the game.

-The 'UE Game Server' is the dedicated game server application used to host a game (even locally). This application is distributed with the game.

-The 'UE Key Gen' is the key generator for the game. This application is not distributed with the game, sorry lol.

-The 'UE Master Server' is used as an intermediary server which sends clients lists of active game servers, and also handles stat tracking, etc. All game servers attempt to register themselves automatically with the master server. Master&Game servers stay in constant contact with eachother. This application is not distributed with the game.

-The 'UE Package Reader' is an application I created to create / edit the game's custom .pkg package file format. It is used to protect the game's assets and also to keep the game directories clean (instead of having 6000 files on the HD, I'll have about 50 that are distributed with the game). This application is not distributed with the game.


Graphical User Interface
Here is a screeshot of the game's main menu [ I'm still working on it :-D ] you can see the GUI system I've created for the game as well as the internet radio. I don't think I've posted screenshots of this stuff for a long time.

GUI is totally skinnable, 6 - 7 skins will ship with the game. I wrote the whole GUI system from scratch. It's 1000s of lines of code, and after years of work is pretty refined / solid interaction wise. I use the same GUI system for the in-game management windows, all the way to the City Editor.

So here you go -



Back to work I go!

- Danny
0 likes 7 comments

Comments

Samsonite
The GUI looks great, but I am a bit worried that having a system similiar to Windows(i.e lots of "explorer" windows that you can drag around) might confuse or frustrate some players. And the rank system is cool and all - but even with 64 players/21 players on each team, you wouldn't have enough players to fill all the slots.

Or have I missed something important, like AI controlled thugs?
April 14, 2008 12:19 PM
dgreen02
Right, well the 21 player limit means with the minimum number of teams there will be enough slots. Of course slots not filled will be filled with an AI avatar.

The system is really not like anything out there, I guess I should leave it at that until BETA heh...or just upload my design document :-D But yea, there will be full AI in multiplayer, you can win/play the game online or offline without even controlling a gangster. Also your gang starts with 3 members and works up to the max of 21.

Sorry I guess I left some crucial details out of my main post....I've typed it up a few times already on my forums etc.

Thanks for the comment! I can't wait to get it out there.

Oh and the window system is pretty clean...I forgot I did infact ditch the GUI for in-game use; and I have ergonomic slide-out windows instead :-D I quicky found that having many windows does in fact make things somewhat confusing.
April 14, 2008 03:51 PM
Gaiiden
Skinnable GUI - sweet. Last game I played that had a good skinnable GUI was Deus Ex, tho I haven't played many many many games so that's not saying much but still. Cool.
April 14, 2008 08:34 PM
Hypnotron
so what is the release schedule looking like now? And what did your publisher say when you slipped the first time?
April 14, 2008 10:13 PM
dgreen02
It's week to week still...they understand the situation...plus I'm doing all the work & funding the project, so it will have to be fine lol.
April 15, 2008 02:48 AM
ndatxcod
Question, how can you fund this type of game while working on it full time? what about all the expensive hardware and software you need buy to test it all.
Are you rich or something or am I missing something ? [grin]

I mean if most developers had the $$$ to shell out for art I'm sure we would be seeing many more projects getting completed, but usually that's not the case. A custom high quality/next gen character model (zbrushed) ,detailed textures, with a set of quality custom animations is at least 500 bucks. Now take your "usual" rpg game with 30-40 characters, cities, vehicles, custom textures etc, it can add up quite quickly. Now add to that custom quality music tracks, sounds fx. (even if you go for the library route you'll be spending hundreds of dollars in a single library) . expenses can go upwards of 50ks or so for an high quality indie game, and I'm not taking into account the money needed to support yourself while you work on the project or to buy hardware & software.

So most of us are limited to working on the type of games that require very few art assets, mostly 2d games or cheap 3d ones. [grin]
April 18, 2008 10:02 PM
dgreen02
:-) well this game has cost $xxx,xxx

As you can guess...money comes from 'Friends, Family, Savings'.

I found a publisher without spending a single dime on the project. After the world-wide publishing contract was signed, I spent the money.

The prototype/alpha that got me signed was created entirely by me when I was 19 years old in college. For $0.

I released the alpha versions for free on my website before I was signed, also I would post on every forum I could find, just to get any feedback. Ah...those were the days ;-)
April 20, 2008 07:47 PM
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